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A random series of articles on war gaming in 40K, FOW and other systems. The headings are, WiP; Conversions and models in various states of assembly. PiP; Paint works on various models. Mission Critical; scenarios or missions to bring a bit of a twist to a normal game. MiA; rules for units and characters that could/should/might appear in a game. Dig In; How to guides on making various types of terrain for different game systems. Sit Rep; Battle reports and after action reports on games played

Monday, January 3, 2011

mission critical (FOW); Dyhernfurth Raid

Dyhernfurth, Eastern front, 5 Feb 1945

Mission Overview;
Kampfgruppe O’Donnell is in the thick of it again.  This time they have been ordered to secure the village of Dyhernfurth so that scientists and technicians can destroy a secret chemical weapon  supply housed in a factory in the village.

Design note; The scenario is adapted for FOW from Faron Bell’s battlefront mission. Worth a read if you want the full back ground on the mission.

Set-up;
The set-up is as per map.  The main features are the chemical works, the village of Dyhernfurth, the bridge.

Russians get the frist turn.

Forces;
German forces;
@ Dyhernfurth
1 Grenadier platoon with attached HMG team (all teams, bar the HMG, have panzerfausts)
@ the chemical works
1 Grenadier platoon with attached HMG team (all teams, bar the HMG, have panzerfausts)
@ hill 109, south of the bridge (see hidden special rules)
1 Panzer grenadier anti aircraft platoon (2 sdkfz 10/5)
1 88 gun

Arriving from reserve from either the south or west roads (player decides before the game begins)
1 Panzer platoon (4 Panther tanks)

Can be deployed with any of the above forces;
Company HQ (panzerfaust/SMG with sd kfz151/1 halftracks)
Attached anti tank section with sd kfz151/1 halftrack
1 Gepanzerte cannon platoon (2 sdkfz 251/9)
1 Grenaider anti tank platoon (2 7.5cm Pak40’s)

Russian
@ The castle (see drunk special rule)
1 Strelkovy company (3 platoons with attached HMG)
1 Strelkovy machince gun company (1 HMG platoon)
1 Strelkovy mortar company (1 mortar platoon)

@ Kranz (see not ready special rule)
1 Guards heavy tank company (5 IS-2)
1 motostrelkovy (HQ with HGM platoon and 2 motor rifle platoon)

@ The railway station (see not ready special rule)
1 Tankovy company (7 T34-85s)
1 motostrelkovy (HQ with HGM platoon and 2 motor rifle platoon)

In delayed reserve (entering from North road, one roll for both units)
1 Tankovy company (4 T34-85s)
1 motostrelkovy (HQ with 1 motor rifle platoon)

Special rules;
Hidden:
The 88 and the AA platoon start the game in ambush but must be deployed on the hill when they arrive.
Drunk:
The Russian at the castle have found a cache of wine and have helped themselves as a result they are pretty drunk.  The garrison passes any motivation test of 2+ but always counts as conscripts for any skill tests.

Not ready;
The units at Kranz and the railway station are currently waiting resupply and are not ready for combat each team must pass a skill test before it can move.

Victory conditions;
The game last 12 turns.
Decisive Russian win if the chemical works, the village of Dyhernfurth, the bridge are captured.
Minor Russian win if the chemical works is captured.
German win if they hold the chemical works at the end of the game.
Any other result is a draw

Aerial view of the battlefield
 
 German grenadiers defend Dyhernfurth


 88 engages an IS2 company

 Russian assault on Dyhernfurth begins

 Panthers to the rescue

 IS2's V Panthers
 The Russian assault on the chemical factory gets hit in the flank

 Russian infantry makes its final assault on the chemical factory.

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